Simple and elegant, like an AC2.
I would support of this, if PGI were to implement it.
Lin Shai, on 31 October 2012 - 06:35 AM, said:
I know I'm sure to get flamed for this but ...
Yes the social UI is ... clunky ... to be kind, but really is it THAT hard to jot down someone's name at the end of the match, send them a friend invite, then form a group?
No it's not as good as a "invite everyone from the last match to a group" button (and if you think about that, there's a bit of UI and logic involved to make that work; what if I don't want to play with the last set of randoms and someone else pushed it?) ... but it exists now, and anyone can do it.
Two nights ago myself and two other friends were playing on TS3 (Yes, a dreaded "pre-made" ... all 3 of us). One of the PUGers who got thrown in with us one match actually knew what he was doing; played with the team, didn't rambo off, got kills and assists. We sent him an in-game friend request and asked if he wanted to join our group. He did, and played the next hour or two with us. Again - he wasn't on TS3 ... just knew how to play the game and his role. We used the text chat and in-game social chat to talk to him.
You wanted people to play as teams, did you not?
If the current implementation of groups on MWO Social really was as effective for non-Teamspeak, Ventrillo or Mumble users as your fascinating tale makes it out to be, they would already.
Besides, it would be simple enough to have only those players whom had actually pressed the button being added in a group, in such a hypothetical scenario as the one you've brought up.
Edited by Lorcan Lladd, 31 October 2012 - 06:59 AM.